feat(webgl): Add GAL native test harness for visual regression testing
Add a standalone test application that compiles KiCad's actual OPENGL_GAL against system wxWidgets to generate baseline screenshots for comparing native OpenGL rendering against WebGL rendering in the browser. Architecture: - Compiles 18 KiCad GAL source files from the kicad submodule - Uses template-based private member accessor (safer than #define private public) - Generates shader C++ files from GLSL (10 shader pairs for SMAA AA) - Minimal stubs for KiCad dependencies (PGM_BASE, ADVANCED_CFG, etc.) Test coverage: - 11 scenarios testing ~19% of GAL API - basic-lines, line-widths, circles, arcs, rectangles, polygons - alpha-blending, transforms, grid-cursor, segments, complex-scene Key insights documented: - GAL uses world-to-screen transformation requiring 1:1 pixel mapping - FBO reading required for clean screenshots on macOS - Layer depth needed for proper z-ordering in complex scenes 🤖 Generated with [Claude Code](https://claude.com/claude-code) Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
This commit is contained in:
parent
5147917ea7
commit
490f531521
46 changed files with 4075 additions and 0 deletions
102
tests/gal-regression/native/generate_shaders.py
Normal file
102
tests/gal-regression/native/generate_shaders.py
Normal file
|
|
@ -0,0 +1,102 @@
|
|||
#!/usr/bin/env python3
|
||||
"""
|
||||
Generate C++ shader headers from KiCad GLSL files.
|
||||
|
||||
This script converts GLSL shader files to C++ headers compatible with
|
||||
KiCad's BUILTIN_SHADERS namespace.
|
||||
"""
|
||||
|
||||
import os
|
||||
import sys
|
||||
|
||||
def convert_shader_to_cpp(source_path, var_name):
|
||||
"""Convert a shader file to C++ header content."""
|
||||
with open(source_path, 'rb') as f:
|
||||
data = f.read()
|
||||
|
||||
# Convert to hex array
|
||||
hex_values = ', '.join(f'0x{b:02x}' for b in data)
|
||||
hex_values += ', 0x00' # Null terminate
|
||||
|
||||
array_size = len(data)
|
||||
|
||||
header_content = f"""// Auto-generated shader header from {os.path.basename(source_path)}
|
||||
#ifndef {var_name.upper()}_H
|
||||
#define {var_name.upper()}_H
|
||||
|
||||
#include <string>
|
||||
|
||||
namespace KIGFX {{
|
||||
namespace BUILTIN_SHADERS {{
|
||||
extern std::string {var_name};
|
||||
}}
|
||||
}}
|
||||
|
||||
#endif // {var_name.upper()}_H
|
||||
"""
|
||||
|
||||
cpp_content = f"""// Auto-generated from {os.path.basename(source_path)}
|
||||
#include <string>
|
||||
#include "{var_name}.h"
|
||||
|
||||
namespace KIGFX {{
|
||||
namespace BUILTIN_SHADERS {{
|
||||
|
||||
static unsigned char {var_name}_bytes[] = {{ {hex_values} }};
|
||||
|
||||
std::string {var_name} = std::string(reinterpret_cast<char const*>({var_name}_bytes), {array_size});
|
||||
|
||||
}}
|
||||
}}
|
||||
"""
|
||||
|
||||
return header_content, cpp_content
|
||||
|
||||
def main():
|
||||
script_dir = os.path.dirname(os.path.abspath(__file__))
|
||||
kicad_root = os.path.abspath(os.path.join(script_dir, '..', '..', '..', 'kicad'))
|
||||
shaders_dir = os.path.join(kicad_root, 'common', 'gal', 'shaders')
|
||||
|
||||
output_dir = os.path.join(script_dir, 'generated')
|
||||
os.makedirs(output_dir, exist_ok=True)
|
||||
|
||||
shaders = [
|
||||
('kicad_frag.glsl', 'glsl_kicad_frag'),
|
||||
('kicad_vert.glsl', 'glsl_kicad_vert'),
|
||||
('smaa_base.glsl', 'glsl_smaa_base'),
|
||||
('smaa_pass_1_frag_color.glsl', 'glsl_smaa_pass_1_frag_color'),
|
||||
('smaa_pass_1_frag_luma.glsl', 'glsl_smaa_pass_1_frag_luma'),
|
||||
('smaa_pass_1_vert.glsl', 'glsl_smaa_pass_1_vert'),
|
||||
('smaa_pass_2_frag.glsl', 'glsl_smaa_pass_2_frag'),
|
||||
('smaa_pass_2_vert.glsl', 'glsl_smaa_pass_2_vert'),
|
||||
('smaa_pass_3_frag.glsl', 'glsl_smaa_pass_3_frag'),
|
||||
('smaa_pass_3_vert.glsl', 'glsl_smaa_pass_3_vert'),
|
||||
]
|
||||
|
||||
generated_cpp_files = []
|
||||
|
||||
for shader_file, var_name in shaders:
|
||||
source_path = os.path.join(shaders_dir, shader_file)
|
||||
|
||||
if not os.path.exists(source_path):
|
||||
print(f"Warning: {source_path} not found, skipping")
|
||||
continue
|
||||
|
||||
header_content, cpp_content = convert_shader_to_cpp(source_path, var_name)
|
||||
|
||||
header_path = os.path.join(output_dir, f'{var_name}.h')
|
||||
cpp_path = os.path.join(output_dir, f'{var_name}.cpp')
|
||||
|
||||
with open(header_path, 'w') as f:
|
||||
f.write(header_content)
|
||||
|
||||
with open(cpp_path, 'w') as f:
|
||||
f.write(cpp_content)
|
||||
|
||||
generated_cpp_files.append(cpp_path)
|
||||
print(f"Generated {var_name}.h and {var_name}.cpp")
|
||||
|
||||
print(f"\nGenerated {len(generated_cpp_files)} shader files in {output_dir}")
|
||||
|
||||
if __name__ == '__main__':
|
||||
main()
|
||||
Loading…
Reference in a new issue